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Post by Nygil, Nickolie on Aug 31, 2012 17:11:05 GMT -5
I will be running a Mass Effect themed game this year. We will be using the Mutants and Masterminds system to do so. I have complete rules for it, and to a limited degree would be pleased to stray from it where it fits well. My story is simple, much like in Dark Heresy you will not be playing the super powerful mega respect guy, the Specter, you are his minions, his allies or maybe his tools. Still as soldiers, mercs or civilians the party will be given a ship of sorts, and vital missions to save council space and/or get rich. I am looking for 3 to 5 players.... i will play favorites with this one so post what race/class (and if you are military, civi or merc) you want to play when you say you have interest. The game will likely happen once a month and last 4 to 7 hours, either at the school or my house down town. Details of time and date will be figured out once I know who is playing. [/b][/size] 1. Select Race and Past: (Details about the races)You may choose from the following list of races: Vorcha, Krogan, Human, Quarian, Batarian, Drell, Volus, Asari, Salarian or Turian You may choose from the following list of backgrounds: Mercenary, Military, Civilian, or Criminal. (Background details)2. Starting Build:Your Abilities start at 8, 10, 10, 12, 12, 16 You get 28 skill points to spend (max 8 in any one, no such thing as class skills)You get 8 points to split between Attack and Defense (each costs 2, max 3)You get 3 feats. You get 5 points to divide between the three saves (each costs 1, max 3) 3. Class and Powers:Select a class for the follow, Solider, Adept, Engineer, Vanguard, Infiltrator, or Sentinel. You gain the first level of that class for free. (Class Details)You may then spend 10 points on increasing your rank in your Class and/or learning Powers from your class list. (Details about powers)(List of Powers divided by Class that gets them)4. Wealth and Gear:Each player begins the game with simple clothing and a basic omni-tool, as well as 10,000 credits worth of other gear as found on the below list. (The complete list of gear, for now)[/quote]
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Post by Nygil, Nickolie on Sept 2, 2012 22:09:49 GMT -5
Races ( Note ability mods from powers such as Growth/Shrink/Density are in brackets and italics. I did growth wrong, for all races asides from Elcor growth is +1 str for 1pp.)
Citadel Races
Hanar Abilities: Str: -8, Dex: +4, Con: -2, Cha +4, Skills: +4 Diplomacy, +4 Sense Motive, +4 Knowledge-Theology, Escape Artist +4 Feats: Ambidexterity, Improved Grab, Grappling Finises, Skill Mastery (Diplomacy, Sense Motive, Knowledge-Theology, Escape Artist) Powers Additional Limbs 3: (Innate) Flight 1 (Type: Tech/Biotic) Linked - Strike 1 (Aura, Poison, Alt Save Fort, Permanent, Innate) Linked – Paralyze 3 (Aura, Poison, Permanent, Innate) Immunity 2: (Water Breathing, Hanar Toxin)
Elcor Abilities: Str: -4 (+10 str), Dex: -4, Cha: -6 (+4 con) Skills: +4 Diplomacy, +12 Bluff Feats: Environmental Adaptation High Gravity, Master Plan, Endurance Powers Growth 4 (Permanent, Innate) Density 3 (Permanent, Innate) -Protection 1 (Impervious) -Immovable 2 -Super Strength 1 Super-Senses 1: Scent (Permanent, Innate) Drawback -5 (20ft move speed, takes 1.5 times longer to use skill checks [this means spending a reaction in addition to move or a move in addition to a standard in combat])
Asari Abilities: +4 Cha, +2 Dex, +2 Wis, -1 Str (-2 str), -2 Con Feats: Attractive, Jack-of-all-Trades, Fascinate, Skill Mastery Saves: Will +2 Skills: Diplomacy +2, Bluff +2, Preform [any] +2, Sense Motive +2 Powers Shrink 1 [Innate/Permanent] (Drawback -2) Immunity 2: Age, Sleep [Limited to 1000 years or so, Innate/Permanent] (Linked) Mind Reading 3 [Limited to Touch, Willing Subject, Innate] (Linked) Emotion Control 3 [Limited to Love, Willing Subject, Touch, Innate]
Human Abilities: +6 divided anyway Saves: +3 divided anyway Skills: +8 skill points divided anyway Feats: Any 4
Salarian Abilities: +4 Int, +4 Dex, -2 Con, -2 Str (-4 str) Feats: Eidetic Memory, Quick-Draw, Skill Mastery, Improved Initiative Skills: +12 skill points divided anyway Powers Shrink 2 [Innate/Permanent] (Drawback -2) Drawback [40 year life span] (-2) Immunity 2 Water Breathing, Sleep (Innate/Permanent/Limited) Speed 2 [Innate/Permanent] Quickness 4 [Innate/Permanent, Limited Mental] Quickness 2 [Innate/Permanent, Limited Physical]
Turian Abilities: +2 Dex, (+1 Str) Feats: Team Work Saves: +1 Ref, +1 Will Power Immunity: Environment-Radiation (Innate/Permanent/Limited to Minor) Growth 1 (Innate/Permanent) Strike 2 (Innate/Permanent/Mighty) Drawback (Limited diet) -1 Speed 2 (Innate/Permanent) Super Sense 1 (Sight-Extended, Innate/Permanent)
Drell Abilities: Str -2 (+2 Str), Dex +2, Wis +2 Skills: Stealth +4, Bluff +4 Saves: +1 Ref, +1 Fort, +1 Will Feats: Environmental Adaption (Desert), Eidetic Memory Powers Density 2 (Innate/Permanent)
Volus Abilities: Str -3(-4 str), Dex -2, Con +2, Int +2, Cha +2 Skills: Diplomacy +4 Feats: Contacts, Connected Powers Device 3: Suit (Restricted: Self) -Immunity 9: Life Support -Protection 1 (Impervious) Immunity 2: Pressure, Suffocation-Gas (Innate/Permanent) Drawback -6: Weakness to low Pressure, Suffocation in normal air Shrinking 5 (Innate/Permanent) Drawback -6 Density 2 (Innate/Permanent)
Non-Citadel
Batarian Abilities: +2 Con, +2 Dex, -2 Cha, (+2 str) Skills: Intimidate +4 Saves: +1 Fort, +1 Will, +1 Ref Feats: Startle, Favoured Opponent (Lawmen or Criminals), Blind-Fight Powers Density 1 (Innate/Permanent) Super-Senses 3: Sight-Extended, Scent, Low-Light Vision (Innate/Permanent)
Krogan Abilities: Con +4, Int -4, Wis -2, Cha -6, Str -6,(+2 str), Dex -2 Feats: Rage Saves: +1 Fort Powers Growth 2 (Innate/Permanent) Density 3 (Innate/Permanent) Immunity 10 Life Support, Ageing, Starvation, Sleep (Innate/Permanent, Limited 1000 year life span, half effects) Regeneration 4 (Innate/Permanent, Recover Rate 1, Bruised, Injured, Unconscious, Disabled)
REAL Krogan These guys have 'LA 1' meaning you do NOT get points for class/powers durning character generation Abilities: Con +4, Int -2, Wis -2, Cha -4, Str -2, (+6 str), Dex -2 Feats: Rage Saves: +3 Fort Powers Growth 2 (Innate/Permanent) Density 3 (Innate/Permanent) Immunity 10 Life Support, Ageing, Starvation, Sleep (Innate/Permanent, Limited 1000 year life span, half effects) Regeneration 9 (Innate/Permanent, Recover Rate 2, Bruised, Injured, Unconscious, Disabled, Dieing)
Quarian Abilities: Str -1,(-2 str), Dex +2, Int +2 Skills: Pilot +4, Craft (any) +4, Computers +4, Disable Device +4 Feats: Skill Mastery: Pilot, Craft (any), Computers, Disable Device Powers Device 4: Suit (Restricted: Self) -Immunity 9: Life Support -Boost 6 (Regeneration 6: Recovery Bonus +6) Drawback -3: Immune System (Fail all saves VS disease) Drawback -3: Recover Bonus -4 Drawback (Limited diet) -1 Shrink 1 (Innate/Permanent) Drawback -1
Vorcha Abilities: -1 Str, (+0 str), -6 Int, -6 Cha -2 Wis Feats: Rage Powers Regeneration 23 (Innate/Permanent, Recover Rate 4, Bruised, Injured, Unconscious, Disabled, Staggered, Healing Bonus +3) Shrinking 1 (Innate/Permanent) Drawback -2 Density 1 (Innate/Permanent) Strike 1 (Mighty/Innate/Permanent) Drawback -3 (20 year life span) Immunity 10 Life Support, Starvation (Innate/Permanent/Limited)
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Post by Nygil, Nickolie on Sept 2, 2012 22:11:52 GMT -5
Classes(Classes 5pp per rank)
Adept Every Level: Attack Focus: Biotic, 6 Skill Points, +1 Will Every Other: Attack Specialization (Pistol or SMG), +1 to Fort and Ref Every Third: +1 Defence, +1 Concentration, Feat
Solider Every Level: +1 Attack, 2 Skill Points, +1 Fort Every Other: +1 Defence, +4 Skill Points Every Third: Feat, +1 Will and Ref, +1 Notice
Engineer Every Level: 10 Skill Points, +1 any save Every Other: Attack Specialization: (Shotgun or Pistol), Attack Focus: Tech, +1 Defence Every Third: Feat, +1 Computers, +1 Attack
Vanguard Every Level: +1 Defence, +1 (Fort or Will), +2 Skill Points Every Other: Attack Specialization: (any), Attack Focus: Biotic, +1 Ref Every Third: Feat, +1 Climb, 4 Skill Points, Attack Focus: Melee
Sentinel Every Level: +6 Skill Points, Attack Focus: (Biotic or Tech) Every Other: +1 any save, +1 Defence Every Third: Feat, Attack Specialization (Pick Two: Shotgun. SMG, Pistol, Assault Rifle), +1 (Concentration OR Computers)
Infiltrator Every Level: +6 Skill Points, +1 Defence Every Other: +1 Attack, +1 any save Every Third: Attack Specialization (Pistol, Sniper, Shotgun or SMG), +1 Stealth, Attack Focus: Tech, Feat
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Post by Nygil, Nickolie on Sept 2, 2012 22:21:15 GMT -5
Equipment
Weights: Everything weights something, and that weight can get to be to much for a man, as found in the core book under carrying capacity. (pg 36) All weights are measured in pounds, shown in italics after the items name followed by lbs. (Pounds are called lbs for a very important reason. Like most scientific scales, pounds or lbs. was named after the Latin word Libra. In Latin, Libra means scales or balances.)
Armour Double Weights for Large Size Creatures. Also Armour is built to suit a single species, and can not be used by others.
2.5k, Basic Light: 10 lbs +3 Toughness, Force Field 5 (Selective and Ablative) Linked Immovable 5 3.5k, Advanced Light: 12 lbs +4 Toughness, Force Field 7 (Selective and Ablative) Linked Immovable 7 5k, Master Light: 14 lbs +5 Toughness, Force Field 10 (Selective and Ablative) Linked Immovable 10 3.2k, Basic Heavy: 20 lbs +5 Toughness, Force Field 5 (Selective and Ablative) Linked Immovable 5, -5 to Dex Based Skills, -5ft movement 4.8k, Advanced Heavy: 25 lbs +7 Toughness, Force Field 7 (Selective and Ablative) Linked Immovable 7, -5 to Dex Based Skills, -5ft movement 7k, Master Heavy: 30 lbs +10 Toughness, Force Field 10 (Selective and Ablative) Linked Immovable 10, -5 to Dex Based Skills, -5ft movement
Weapons (May not start with items marked by a *.)
All weapons have a limited number of shots they can fire before needing to cool down. All weapons have a cool down time of two rounds and after their name have a number in brackets that shows how many times they can be fired before cooling down.
Pistols 2.4k, M-3 Predator 3 lbs: (6) Blast 3/3: Ballistic
2.8k, M-5 Phalanx 4 lbs: (5) Blast 3/3: Ballistic (Improved Range)
3.0k, Arc Pistol* 3 lbs: (8) Blast 3/3: Electric (Accurate) alt Blast 5: Electric (Accurate 2)
2.8k Scorpion 5 lbs: (4) Blast 5: Ballistic alt Blast 4: Explosive (Area: Explosive, Trigger Proximity)
2.6k, M-6 Carnifex 6 lbs: (4) Blast 4: Ballistic (Penetrating, Accurate)
3k, M-77 Paladin* 5 lbs: (5) Blast 5: Ballistic (Penetrating, Action: Full Round, Accurate)
SMGs 1.8k, M-4 Shuriken 6 lbs: (10)Blast 3: Ballistic (Auto Fire)
2k, M-25 Hornet 7 lbs: (8) Blast 3: Ballistic (Auto Fire, Improved Range)
2.2k, M-9 Tempest 6 lbs: (8) Blast 3: Ballistic (Auto Fire 2, Limited Range)
2.2k, M-12 Locust 7 lbs: (8) Blast 3: Ballistic (Auto Fire, Improved Range, Accurate)
3.8k Blood Pack Punisher 8 lbs: (10) Linked - Blast 3 (Auto Fire) Linked - Blast 4 (Penetrating 4)
Shotguns 4.2k, M-23 Katana 12 lbs: (4) Blast 8: Ballistic (Limited Range, Inaccurate) Linked Blast 2: Ballistic (Area: Line, Improved Range)
12k, Geth Plasma Shotgun* 13 lbs: (4) Blast 6/6/6: Fire/Electricity (Accurate) Linked Blast 2/2/2: Fire/Electricity (Area: Line, Improved Range 2)
8k, M-27 Scimitar 12 lbs: (7) Blast 6/6: Ballistic (Limited Range, Inaccurate) Linked Blast 3/3: Ballistic (Area: Line. Improved Range)
8.2k, Graal Spike Thrower 16 lbs: (3) Blast 8/8: Ballistic (Action: Full Round, Limited Range, Penetrating) Linked Blast 3/3: Ballistic (Area: Line, Action: Full Round, Improved Range) Linked Strike 2: Blunt (Effects Self)
6.8k, M-22 Evisceration 12 lbs: (4) Blast 8: Ballistic (Penetrating) Linked Blast 3: Ballistic (Area: Line, Improved Range)
5.8k, Disciple 11 lbs: (3) Blast 9: Ballistic (Limited Range) Linked Blast 4: Ballistic (Area: Line)
8k, M-300 Claymore 16 lbs: (2) Blast 12 (Limited Range, Inaccurate) Linked Blast 6: Ballistic (Area: Line)
Assault Rifles 2.2k, M-8 Avenger 8 lbs: (10) Blast 2: Ballistic (Auto Fire 2, Improved Range) alt Blast 3: Ballistic (Auto Fire Improved Range)
3.4k, Geth Pulse Rifle* 10 lbs: (18) Blast 2/2: Ballistic (Improved Range, Auto Fire 2)
2.6k, Phaeston 10 lbs: (10) Blast 3: Ballistic ( Improved Range, Auto Fire 2)
3.2k, M-96 Mattock 8 lbs: (8) Blast 4: Ballistic (Auto Fire, Improved Range, Accurate)
4.2k, M-15 Vindicator 12 lbs: (8) Blast 3/3/3: Ballistic (Improved Range)
4.8k, M-76 Revenant 9 lbs: (5) Blast 3/3: Ballistic (Improved Range, Auto Fire 2, Inaccurate)
2k, M-37 Falcon 10 lbs: (7) Blast 5: Explosive (Inaccurate) linked Blast 2: Piercing (Area: Explosion)
Sniper Rifles 3.8k, M-97 Viper 15 lbs: (3) Blast 5: Ballistic (Improved Range 2, Auto Fire, Accurate 2)
2.2k, M-92 Mantis 14 lbs: (1) Blast 7: Ballistic (Improved Range 2, Action: Full Round, Accurate 2)
6.6k, Javelin:* 15 lbs: (2) Blast 10: Ballistic/Fire (Improved Range, Accurate 2, Penetrating)
4k, M-98 Widow 18 lbs: (3) Blast 9: Ballistic (Improved Range, Accurate 2) Linked Strike 2: Blunt (Effects Self)
4.2k, M-13 Raptor 14 lbs: (5) Blast 6: Ballistic (Improved Range, Auto Fire, Accurate 2)
6.6k, M-29 Incisor 16 lbs: (5) Blast 4/4/4: Ballistic (Improved Range 2, Accurate)
Heavy Weapons These weapons are never found legally in civilian hands, they are of to high a fire power. The use of such weapons is not commonly taught, and requires special training. Normally firing such a weapon imposes a -4 to hit, this is not over come by any feat. Heavy Weapons are a weapons group like Shotguns, SMGs and Pistols though they do not appear on any class list, feats may still be spent to take Weapon Focus Heavy Weapons, as such partly making up for the -4.
Ammo: All Heavy Weapons have a limited ammo unlike normal weapons. Heavy weapon ammo can be converted by any omni-tool, but is not common. Each weapon has a listed limit of rounds per 'clip' followed by total ammo carried. It is a move action to reload a heavy weapon.
Heavy weapons list Items marks by a * can not be bought with starting funds.
3000 Credits M-100 Grenade Launcher 20 lbs: (4/20) Blast 9 (Explosion, Limited Half Radius, Single Range Increment)
3000 Credits ML-77 Missile Launcher 30lbs: (1/10) Blast 7 (Explosion, Limited Half Radius, Seeking, Accurate)
3000 Credits M-451 Firestorm 20 lbs: (15/150) Linked - Blast 4- Fire (Line, Limited Range) Linked - Boost 3 (Total Fade): Strike 3 (Aura, Effects Self, Permanent, Added Save Ref) Linked - Emotion Control 3 (Fear, Total Fade)
4500 Credits M-490 Blackstorm* 20 lbs: (1/3) Linked - Telekinesis 3: (Area Explosion, Limited: Half Range and Only Towards Impact Point, Fades, Total Fade, Action: Full Round) Linked - Boost 3 (Area: Explosion, Limited: Half Range, Total Fade, Action: Full Round)- Strike 3: (Aura, Effects Self, Permanent) Triggered (after 3 rounds) - Blast 6: (Area Explosion, Limited: Half Range, Knockback)
4000 Credits M-622 Avalanche* 20 lbs: (10/50) Linked - Blast 4 - Cold (Auto Fire) Linked - Paralyze 4 (Ranged, Slow, Alt Save Fort, Limited: Living Target) Linked - Snare 4
9000 Credits M-920 Cain* 25 lbs: (1/1) Linked - Blast 16 (Action: Full Round) Linked - Blast 16 (Action: Full Round, Explosion)
12000 Credits Geth Spitfire* 30 lbs: (15/15) Blast 5/5/5 - Fire/Electricity (Auto Fire 2, Action: Full Round)
8000 Credits Cobra Missile Launcher* 25 lbs: (1/1) Blast 18 (Burst, Limited 2 square radius, Homing)
8000 Credits M-560 Hydra* 20 lbs: (1/1) Linked - Blast 7/7/7 (Auto Fire, Action: Full Round, Homing 2, Penetrating 3)
Grenades (All have Fade and Total Fade 3, needing to resupply. In other words you get 3 per mission. ) You may only have one type of grenade at a time, and only need to pay for them once. All Grenades weight 5 lbs.
Frag 3k Blast 5: Explosive (Area: Explosion)
Lift 2k Telekinesis 5 (Fades, Total Fade, Limited: Lift, Area: Burst)
Incendiary 5.2k Blast 3: Fire (Area Burst) Linked Emotion Control 3 (Limited Fear, Ranged, Area: Burst) Linked Boost 3: (Ranged, Total Fade, Additional Save: Ref, Area: Burst) Strike 1 (Aura, Effects Self)
Cryo 4.2k Blast 3: Cold (Area: Burst) Linked Snare 3 (Area: Burst) Linked Paralyse 3 (Ranged, Slow, Alt Save Fort, Limited: Living Target)
Flash 3k Dazzle 5: Sight (Area: Explosion)
Knockout 4k Fatigue 5 (Ranged, Explosion)
Smoke 2k Obscure 5: Sight
EMP 3k Nullify 5: Tech (Area Burst, Duration, Fade, Total Fade, Alt Save Computers)
Mass Effect Normalizer 3k Nullify 5: Biotic (Area Burst, Duration, Fade, Total Fade, Alt Save Concentration)
Upgrades (Just Weapons for now, armour later, unless noted, they are weightless)
Scopes (Those with a * are add ons for the others) *250, Super-Senses: Sight-Extended *500, Super-Senses: Sight-Extended 2 *230, Super-Senses: Distance Sense 500, Super-Senses: Infra-vision/Track 1k, Super-Senses: Ultra-vision 350, Super-Senses: X-ray-vision *230, Super-Senses: Detect (Weapons or eezo or ...) *250, Accurate
Barrels 300, -1 to Hit, +1 Damage 400, -2 to Hit, +2 Damage 500, -3 to Hit, +3 Damage 600, -4 to Hit, +4 Damage 1k, Insidious (Silencer)
Ammo 300+210 per damage, Armour Piercing Penetrating Drain 1: Protection (Ranged)
900, Incendiary (Emotion Control 1 (Limited Fear, Ranged) Boost 1: (Ranged, Total Fade, Additional Save: Ref) Strike 1 (Aura, Effects Self))
700, Cryo Snare 1 Paralyse 1 (Ranged, Slow, Alt Save Fort, Limited: Living Target)
700, Disrupting Drain 1: Force Field (Ranged) Stun 1
Others
200, Medi-Gel:Healing 3 (Action: Full Round, Distracting, Limited Single use, Check Required: Medicine)
100, Omni-Gel: This goo is useless on it's own, but is used to make repairs and new objects. One can 'spend' omni-gel as the component cost crafting nearly anything.
Basic Omni Tool: 1 lbs 5000 credits Communication 4 (Radio) Comprehend 1 (Limited: understand all Citadel languages) Create Object 1 (Range[Touch], Action [Full Round], Consumes an Omni-Gel) Datalink 1 (Radio) Deflect 2 (Fast Moving Projectiles) Healing 4 (Limited to Objects, Limited Jury-Rig, Consumes Omni-Gel) Healing 3 (Limited: Consumes Medi-gel) Enhanced Ability 1: Intelligence (Simple VI data storage and planner) Super Senses 6 (Direction, Distance, Radio,Time Sense, Detect Radiation [Acute, Ranged])
Omni Tool Upgrades 100 Credits, Add a Language to the translator 500 Credits, Omni Gel Converter allows you to break down any item in to 1 Omni Gel per 200 credits the item was worth. 600 Credits, Workbench, this allows you to treat the omni tool as a full 'workbench' for the sake of not taking the -4 for lacking proper tools. 300 Credits, Comm Range Booster, This doubles the range of your 'radio' function. 700 Credits, Comm Range Mega Booster, This increases your comm range by 5x. 1500 Credits, Master Grade Comm Range Booster, This increases comm range by 10x. 800 Credits, Medi-Care Mark I increases the Heal Power by 2 (Effects Living) 1600 Credits, Medi-Care Mark II increases the Heal Power by 4 (Effects Living) 1200 Credits, Buckler , Increase Deflect by 2 and Action: Move 2400 Credits, Buckler Mark II, increased Deflect by 5 and Action: Move 3200 Credits, Buckler Mark III, increased Deflect by 4 and Action: Reaction 1600 Credits, Manufacturer increases the rank of Create Item by 2 and adds Precise, Action: Standard 300 Credits, Hacker, Adds Boost 1: Skill - Computer Use 4 (Progression 1 - Time, Self Only, Distracting) 750 Credits, Hacker II, Adds Boost 2: Skill - Computer Use 8 (Progression 1 - Time, Self Only, Distracting) 1000 Credits, Hacker III, Adds Boost 3: Skill - Computer Use 12 (Progression 1 - Time, Self Only, Distracting) 550 Credits, Interface Upgrade increases Data-Link rank by 2 and adds Machine Control (note this has no effect on AI, and limited effect on VI) 550 Credits, Superior VI increases your VI's Enhanced Ability Int by 2 and grants it a verbal interface. 250 Credits, Knowledgeable VI, Your VI gains +4 in the knowledge skill of your choice and Skill Mastery for it. This may be taken more than once per knowledge, up to a limit of the VI's Int Score. 700 Credits, Eezo Detector grants you the ability to make a Notice check as a move action to find Eezo within line of sight. 700 Credits, Weapons Detector grants you the ability to make a Notice check as a move action to find Weapons within line of sight. 600 Credits, Micro-Scan, this grants Super-Sense: Micro-Vision 3 800 Credits, Melee Mark I grants Strike 4 (Slashing) 1400 Credits, Melee Mark II grants Strike 4 (Slashing, Mighty)
Elcor Weapons Being that the use of their hands is limited at best in combat situations the Elcor tend not to wield guns by hand, but rather to mount them to their backs, and have robotic VI's do most of the firing. This means that they need weapons costume made, but are able to carry much larger armaments.
An Elcor may by a 'weapons mount' for 600 credits, though many better versions of it exist, the basic version allows any specifically fitted weapon to be mounted, aimed and fired with out the use of any limbs. The cost of such weapons is the same as their normal counter parts, but can not be fired by hand.
Most Elcor favor heavy weapons simply because these more powerful armaments do not slow them down as they would other smaller races, that fact aside the mounts are just as able to handle small weapons.
Advanced Weapon Mounts can be an upgrade on hardware or software. A VI can be improved to greater speed, allowing more accurate shots, and better targeting solutions. While Hardware can allow for more than one weapon.
400 Credits allows for a VI upgrade granting +1 Attack with mounted weapons 800 Credits allows for a VI upgrade granting +2 Attack with mounted weapons 1200 Credits allows for a VI upgrade granting +3 Attack with mounted weapons
500 Credits allows for a second mounting for a pistol (Changing weapons is a move action) 1000 Credits allows for a second mounting for a SMG, Shotgun or Assault Rifle (Changing weapons is a move action) 500 credits can shorten the weapon change time. (to a reaction.)
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Post by Nygil, Nickolie on Sept 2, 2012 22:30:01 GMT -5
Powers Below the powers are listed by name and then cost per rank in bold, below that are the details of what it is/gains per rank. You are limited in how many ranks you may take in a single power by your Class Level +3. Powers in short form are listed by class in the next post.
Every Power shares a cool down time of a single round.
Tech
Combat Drone 3pp: (Details at the bottom) Summon Minion: 1 (Fanatical)
Defence Drone 3pp (Details at the bottom) Summon Minion: 1 (Fanatical)
Decoy 4pp: Illusion 1 (Limited: Self Only, Action: Free, Duration: Sustained, Check Required: Computers)
Energy Drain 4pp: Transfer 1 (Drain 1: Force Field or/and Protection, Boost 1: Force Field, Ranged, Total Fade)
Cryo Blast 4pp: Blast 1 (Type: Cold, Check Required: Computers) Paralyse 1 (Ranged, Slow, Alt Save Fort, Limited: Living Target) Snare 1
Overload 4pp: Drain 1:Force Field (Ranged, Total Fade, Check Required: Computers) Blast 1 (Limited: Machines)
(Needs to be altered)Incinerate 4pp: Drain 1: Protection [Armour] (Ranged, Total Fade) Emotion Control 1 (Limited Fear, Ranged) Boost 1: (Ranged, Total Fade, Additional Save: Ref) Strike 1 (Aura, Effects Self)
Sabotage 4pp: Nullify 2: Force Field (Perception, Check Required: Computers) Mind Control 1 (Limited to Machine)
Sentry Turret 3pp: (Details at the bottom) Summon Minion 1 (Fanatical)
Tactical Cloak 2pp: Concealment 2 (Passive, Normal Sight) [Followed by Sound, Full Sight, Scent, All Senses]
Tech Armour 4pp: Boost 4: (Total Fade, Action: Full Round) Force Field 2 (Selective, Ablative) and Immoveable 2 Triggered by ending the above: Blast 1 (Explosion)
Biotic
Nova 3pp: Strike 1: (Area Explosion l, Knock-back)
Stasis 3pp: Dimensional Pocket 1: (Limited: Attack, Range: Perception)
Pull 3pp: Telekinesis 1: (Limited: Pull) Stun 1: (Alt save Will, Check Required: Concentration, Ranged)
Barrier 3pp: Boost 3: (Total Fade, Action: Full Round, Requires Check: Concentration) Either of the below Protection 3: (Impervious, Ablative and Limited: Physical, Action: Free) Force Field 3: (Impervious, Ablative, Area Burst, Duration: Concentration, Limited: Physical)
Shockwave 4pp: Stun 1: (Ranged, Area: Line, Knock-back, Check Required: Concentration, Alt Save Will)
Singularity 4pp: Telekinesis 1: (Area Explosion, Limited: Half Range and Only Lifting, Fades, Total Fade, Range: Perception) Stun 1: (Area: Explosion, Limited: Half Range, Range: Perception, Alt Save Will)
Throw 3pp: Stun 1: (Knock-back, Ranged, Check Required: Concentration, Alt Save Will)
Warp 3pp: Blast 1: (Check Required: Concentration) Drain 1: Protection (Ranged)
Reave 5pp: Drain 2: Protection and Force Field (Ranged, Check Required: Concentration,Vampiric)
Biotic Charge 3pp: Teleport 1 : (Short-Ranged, Limited: 10ft per rank, Surprise) Strike 2: Biotic
Focus 3pp: +4 Concentration, Attack Focus: Biotic, and +1 Will
Martial
Marksman 4pp: Boost 1: Attack Focus: Ranged (Personal, Action: Reaction) Boost 1: Sneak Attack (Personal, Action: Reaction)
Fortification 3pp: Boost 3: Protection 1: (Impervious, Total Fade)
Carnage 3pp: Blast 1: Ballistic (Penetrating)
Fitness 3pp: +1 Str ,+1 Dex, +1 Con
Adrenaline Rush 4pp: Boost 1: Strength 1 Boost 1: Speed 1 Boost 2: Regeneration 2 (Healing Rate +1 Injured/Bruised)
Concussive Shot 4pp: Blast 1: Blunt (Homing, Action: Full) Stun 1: (Ranged, Homing: Action: Full, Daze)
Crush 4pp: Strike 1: Blunt (Mighty) Stun 1
Improved Training 3pp: Gain any three Combat Feats that start with the word Improved
Specialized Training 3pp: Gain Favoured Environment, Favoured Opponent, and Environmental Adaptation
Leadership Training 3pp: Gain Fearsome Presence, Inspire, and Team Work
Defensive Training 3pp: Gain Dodge Focus, Defensive Roll, and +1 Ref
Summons
Combat Drone (Base) Str -, Dex 14, Con -, Wis 10, Cha -, Int - Saves: +1 Will, +1 Ref, N/A Fort Combat: +1 Attack and Defense Powers Immunity 30: Fortitude Shrinking 8 (Permanent/Innate) Flaw -5: No Limbs Flight 1 Link1, Blast 1: (Type: Tech/Electric) Link1, Stun 1: (Ranged) Link2, Force Field 2: (Selective, Ablative, Duration) Link2, Immovable (Innate/Permanent)
Bonus for leveling up past 1st +1 Blast, Stun, Immovable, Attack, Defense, Will, Ref, and +2 Force Field
Defensive Drone (Base) Str -, Dex 14, Con -, Wis 10, Cha -, Int - Saves: +1 Will, +1 Ref, N/A Fort Combat: +1 Defence Feats: Interpose, Dodge Focus Powers Immunity 30: Fortitude Shrinking 8 (Permanent/Innate) Flaw -5: No Limbs Flight 1 Link2, Force Field 2: (Selective, Ablative, Duration) Link2, Immovable (Innate/Permanent) Deflect 1: (Automatic, Action: Free)
Bonus for leveling up past 1st +1 Deflect, Dodge Focus, Immovable, Defense, Will, Ref, and +2 Force Field
Sentry Turret (Base) Str -, Dex 14, Con -, Wis 10, Cha -, Int - Saves: +1 Will, +1 Ref, N/A Fort Combat: +1 Attack Powers Immunity 30: Fortitude Flaw -5: No Limbs Blast 1: (Type: Ballistic, Auto Fire 3, Penetrating) Link2, Force Field 2: (Selective, Ablative, Duration) Link2, Immovable (Innate/Permanent) Immovable 1 (Innate/Permanent)
Bonus for leveling up, past 1st +1 Will, Ref, Attack, Blast, Immovable +2, +2 Force Field
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Post by Nygil, Nickolie on Sept 2, 2012 22:31:27 GMT -5
Class Powers and Type B = Biotic, T = Tech, M = Martial
Each class gains access to 9 power, some class gain a power no other class does, but most are shared by at least two class. At the start of this game there will be no multi-classing, that may change later.
Adept: (B) Stasis, Pull, Barrier, Shockwave, Throw, Warp, Singularity, Focus and Reave
Solider: (M) Crush, Concussive Shot, Adrenaline Rush, Fitness, Carnage, Fortification, Leadership Training, Specialized Training, and Improved Training
Engineer: (T) Combat Drone, Cryo Blast, Overload, Incinerate, Sabotage, Sentry Turret, Tech Armour, Energy Drain, Defense Drone
Vanguard: (B/M) Nova, Shockwave, Warp, Throw, Biotic Charge, Fitness, Adrenaline Rush, Improved Training, and Defensive Training
Sentinel: (T/B) Defense Drone, Overload, Tech Armour, Incinerate, Stasis, Throw, Pull, Warp, and Focus
Infiltrator: (T/M) Marksman, Fortification, Fitness, Defensive Training, Tactical Cloak, Decoy, Overload, Sabotage, Sentry Turret
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Post by Nygil, Nickolie on Sept 2, 2012 23:35:22 GMT -5
Backgrounds Based on what you did before you were called on the the Specter you gain a number of bonuses.
Criminal: As a pirate, thug, bandit or smoother sort of law breaker you earned something of a reputation and the need to hide it, as well as a few less than savory skills. Gain: Benefit: False Identity (Choose details at character creation) Skill Mastery: Choose one (Bluff, Sleight of Hand, Knowledge-Streetwise, Disguise or Escape Artist)
Military: Either as a man of the law, or as a trooper fought for either your race, nation or the citadel itself. You were given training few others are allowed, and a code was drilled in to you. Gain: Knowledge-Tactics +2 Skill Mastery: Knowledge-Tactics Benefit: Security Clearance (for whom you served, decide in character creation)
Civilian: With no master but yourself, and the man you worked for you've had the chance to master what ever skills you'd like and earn a little extra cash. Gain: You begin the game with 1500 Credits extra Skill Mastery: Choose two (Craft [any], Knowledge [any])
Mercenary: Taking what jobs come by, and doing the dirty work that others would not or could not has been your life for some time before being called on by the Specter. You have a knack for extremes, and deadly allies. Gain: Benefit: Member of (Blue Suns, Blood Pack, or Eclipse) Blue Suns also gain Skill Mastery Investigate or Stealth Blood Pack also gain Skill Mastery Survival or Intimidate Eclipse also gain Skill Mastery Computers or Disable Device
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Post by Nygil, Nickolie on Sept 2, 2012 23:36:41 GMT -5
Chat so farVolus engineer/sentinel (depending on number of other biotics in party.) Grumpy old man persona, sick of jokes about volus bowling and stereotyping. Expert at repairing and building just about anything, though prefers to avoid direct fighting. If sentinel focuses on biotics that keep people the hell away from him. Probably merc, though may go civi. Would rather play an elcor vanguard though. Nothing says hello like 10 tons of space elephant traveling at relativistic speeds. Nah, I wasn't really entirely serious about that since there's already an infiltrator. I haven't decided on this game yet so don't put me down just yet. All I have for a character is that I want to be the/a pilot (maybe a henchman to be my co-pilot so I can go on-world without stranding the ship). That's all I really have for now. I feel like I'd need to brush up on my ME lore before making a character, and I can't be bothered with that atm. Liz is looking engineer, maybe quarian, ash is looking asari maybe adept. Why am I not surprised at any of these player/race-class combos? About how much time do I have to roll something up? I think I'm leaning towards Turian or Human, Soldier or Vanguard.
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Post by Nygil, Nickolie on Sept 2, 2012 23:37:06 GMT -5
I have no set time, but there is no rush.
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Post by jc on Sept 4, 2012 16:58:53 GMT -5
is there anything i can get for being a free-lance mercenary? also, there is no price listed for medigel
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Post by Nygil, Nickolie on Sept 4, 2012 17:46:57 GMT -5
200 credits, as for free lance merc..... maybe military or criminal would be better suited depending on who you worked for.
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Post by jc on Sept 4, 2012 18:10:48 GMT -5
alright
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Post by jc on Sept 6, 2012 11:44:49 GMT -5
This is my character(numbers only with racial modifiers):
Kreed (Drell Infiltrator with Hanar military background)
Str: 10 Dex: 18 Con: 12 Int: 10 Wis: 12 Cha: 8
Saves Fort: +2 Reflex: +4 Will: +2
attack: 3 defense: 2
Class ranks and powers Infiltrator: 1 Sabotage: 2 Tactical Cloak: 1
Skills stealth: 8 bluff: 10 computer: 8 medicine: 8 acrobatics: 8 knowledge(tactics): 2
Equipment basic omni-tool advanced light armor (Hydra model) M-97 Viper with -sight extended 2 -infra red -accurate -insidious medigel(2) credits(50)
feats eidetic memory environmental adaptation(desert) instant up precise shot 2 skill mastery (knowledge: tactics)
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Post by Nygil, Nickolie on Sept 13, 2012 23:42:36 GMT -5
Random baddie!
LOKI Mech (PL 2) Abilities: Str: 10, Dex: 10, Con: -, Wis: 10, Cha: -, Int: - Saves: Will +3, Fort -, Ref +3, Toughness +14 (16 with armour) Attack +1, Defense +3 (SMG +7, Shock +5) Skills: None Feats: Attack Speicalization: SMG +3, Attack Speicalization: Shock +2 Powers Protection 2: Impervious Strike 4: Electricity Blast 3: Explosion (Limited Range, Area: Explosion, Triggered: Death) Immunity 30: Fort M-4 Shrunken: Blast 3: Ballistic (Auto Fire)
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Post by Nygil, Nickolie on Sept 14, 2012 0:52:37 GMT -5
Fine! Here you go you jerks! Hanar and Elcor LA 0, totally playable.....
Hanar Abilities: Str: -8, Dex: +4, Con: -2, Cha +4, Skills: +4 Diplomacy, +4 Sense Motive, +4 Knowledge-Theology, Escape Artist +4 Feats: Ambidexterity, Improved Grab, Grappling Finises, Skill Mastery (Diplomacy, Sense Motive, Knowledge-Theology, Escape Artist) Powers Additional Limbs 3: (Innate) Flight 1 (Type: Tech/Biotic) Linked - Strike 1 (Aura, Poison, Alt Save Fort, Permanent, Innate) Linked – Paralyze 3 (Aura, Poison, Permanent, Innate) Immunity 2: (Water Breathing, Hanar Toxin)
Elcor Abilities: Str: -4 (+10 str), Dex: -4, Cha: -6 (+4 con) Skills: +4 Diplomacy, +12 Bluff Feats: Environmental Adaptation High Gravity, Master Plan, Endurance Powers Growth 4 (Permanent, Innate) Density 3 (Permanent, Innate) -Protection 1 (Impervious) -Immovable 2 -Super Strength 1 Super-Senses 1: Scent (Permanent, Innate) Drawback -5 (20ft move speed, takes 1.5 times longer to use skill checks [this means spending a reaction in addition to move or a move in addition to a standard in combat])
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